Traps are part of the dungeon's core risk, and their placement can change with procedural generation. Demo 2.0.1 made them more common, so careful movement matters even in rooms that look familiar.
Confirmed balance changes
The developer increased the trap spawn ratio by approximately 30 percent in Demo 2.0.1. Fire remained dangerous but no longer killed the player instantly when stepped in. These are patch-specific facts, not permanent guarantees for every later build.
Read thresholds and floors
Pause before crossing doors, narrow arches, or changes in floor texture. Sweep the near ground before focusing on distant enemies or chests. Procedural rooms can place danger where repetition trained you to move automatically.
Use movement deliberately
Practice the double-tap dash and your chosen sprint/crouch mode outside combat. A mobility tool only helps if its distance and recovery are understood. Do not dash blind through a doorway simply because an older recording shows a clear path.
Fight without tunnel vision
Enemies can pull attention away from the floor. Create space in known territory, avoid backing into unchecked ground, and treat loot collection as a separate action after the room is safe. Furniture-backed defenses may improve tolerance, but they do not replace observation.
Version-specific observations
A demo review reported saws, spike grids, and pressure plates that could blend into the environment. These observations are useful warnings but are not an official complete trap list. Names, damage, triggers, and disarm rules require live-build confirmation.
Report useful evidence
When documenting a trap, capture the biome, room context, visual trigger, effect, build number, and whether the same setup reproduced. That turns a frustrating death into reliable guide material instead of an unsupported universal claim.
Source standard
Core facts on this page come from the official Steam store and developer announcements. Demo observations are labeled when used. Exact values absent from those sources are not invented.